fade not done
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Wait2SecondsToShow : MonoBehaviour
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{
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// Reference to the Image component
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private Image canvas;
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private void Start()
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{
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canvas = GetComponent<Image>();
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StartCoroutine(FadeOut(2f));
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}
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// Coroutine to fade out the image
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public IEnumerator FadeOut(float duration)
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{
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// Make sure the canvas is not null
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if (canvas == null)
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{
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yield break; // Exit if canvas is not assigned
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}
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// Starting alpha value (1 is fully opaque)
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float startAlpha = 1.0f;
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// Elapsed time
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float time = 0;
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while (time < duration)
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{
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time += Time.deltaTime; // Update the time based on the time passed since last frame
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float alpha = Mathf.Lerp(startAlpha, 0, time / duration); // Calculate the new alpha value
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canvas.color = new Color(canvas.color.r, canvas.color.g, canvas.color.b, alpha); // Apply the new alpha value to the canvas color
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yield return null; // Wait for the next frame
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}
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Destroy(gameObject);
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}
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}
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fileFormatVersion: 2
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guid: 55f8b539d824ad84cb0f7384c2525a2e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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